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Old 03-03-2010, 06:51 PM   #7641
Damage Inc. Damage Inc. is offline
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You must be talking about the Puzzle Wheel Survival Challenge - the object is to swing around and gather as many points as you can while avoiding the gas at the top and avoiding the obstacles. There is no point except to try to get the highest score.

Sounds like you did not try Puzzle Wheels "1", but tried the survival level instead.
Yeah, I don't remember exactly, all the names confuse me. :P
But ehm... it's not so much that I didn't know what to do.
Only... I didn't know where to go.
Cause you know where you get in, you have some of those bars to hang from.
But if you go down there's a glass piece and some electric stuff on it.
So I immediately seem to be stuck in that area.
It's just me probably but I tried a couple of times and couldn't find where to go.
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Old 03-03-2010, 08:41 PM   #7642
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Originally Posted by Damage Inc. View Post
Yeah, I don't remember exactly, all the names confuse me. :P
But ehm... it's not so much that I didn't know what to do.
Only... I didn't know where to go.
Cause you know where you get in, you have some of those bars to hang from.
But if you go down there's a glass piece and some electric stuff on it.
So I immediately seem to be stuck in that area.
It's just me probably but I tried a couple of times and couldn't find where to go.
Hmmmm, I'm really not sure what you are referring to - seems like the first wheel on Puzzle Wheels 1 - maybe puzzles just aren't your thing.

I'd have to see which level you are referring to - but yeah, I bet it's simple.
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Old 03-03-2010, 08:48 PM   #7643
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Man! I was building my new level for about 2 hours - and power went out and lost it all (well, the last two hours worth). Oh well, not sure I was completely happy with the design anyway.

I took a good number of pics and just gave up - they simply don't convey the action happening.

However, here are a couple of me during my beta testing.

This will most likely be the "Patch" for the level. You just have to picture all those things behind me twirling.



Tried to get a pic of this - but as I said, everything is in motion. But picture Sackboy in the middle of twirling holograms, and you get the idea. (Sorry, that pic doesn't do it justice at all).



Here is probably the best representation of one of the effects - but this will not be how it looks in the level. Picture Sackboy breaking up into fractal pieces all around himself.



Alright, back to work.
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Old 03-03-2010, 11:39 PM   #7644
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Seems pretty trippy.

But tip: Save at least every 10-15 minutes or so.

I do that, cause I've had plenty of experience in the early days with computers with losing a lot of work.
So today I'm pretty paranoid, especially reading about how people have dying systems and stuff.
Such as your own PS3, but then I have the same you use currently, for just a month or 3 now.
It's not constantly on though, but still, you never know right...
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Old 03-04-2010, 10:06 PM   #7645
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Originally Posted by Damage Inc. View Post
Seems pretty trippy.

But tip: Save at least every 10-15 minutes or so.

I do that, cause I've had plenty of experience in the early days with computers with losing a lot of work.
So today I'm pretty paranoid, especially reading about how people have dying systems and stuff.
Such as your own PS3, but then I have the same you use currently, for just a month or 3 now.
It's not constantly on though, but still, you never know right...
Yeah, I usually don't get 2 hours straight to create - so usually, it's not an issue. Oh well.

Hey, I looked for your level to give it a shot - but it said, "0 Levels Published". What happened?
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Old 03-06-2010, 12:23 PM   #7646
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Yeah, I usually don't get 2 hours straight to create - so usually, it's not an issue. Oh well.

Hey, I looked for your level to give it a shot - but it said, "0 Levels Published". What happened?
No, that's right, I don't have anything published.
I still have to finish it cause I didn't get to it. -_-
There's something quite not finished about it apart from the gameplay itself.
The creative side to it and all that.
But I could publish it as a test-version or something.

Question:

If I do that, then want publish an updated version,
will it replace the previous published one or will it create a separate level?
I don't know if it would look at if the data being exactly the same,
or if it would look at the name or what.
I have my doubt about the latter, because I think there are plenty of similar or the same names.
Unless people work around that by adding little symbols, I don't know... :P
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Old 03-07-2010, 06:17 PM   #7647
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Quote:
Originally Posted by Damage Inc. View Post
Question:

If I do that, then want publish an updated version,
will it replace the previous published one or will it create a separate level?
I don't know if it would look at if the data being exactly the same,
or if it would look at the name or what.
I have my doubt about the latter, because I think there are plenty of similar or the same names.
Unless people work around that by adding little symbols, I don't know... :P
You can publish over the same level - it will simply update it. So, if you add something or delete something on your moon - the republish it, it will overwrite it with those changes. It's like adding a few words to a word document, then saving it - it shows the latest changes made. The name and everything stays the same (unless you changed that).

Don't worry about the name - I have levels called "The Great Race" - didn't realize till much later that there are a good number of levels out there called The Great Race - maybe I should have called mine, "The Greatest Race"!

Also, if you want to publish your level to see how it would do (how many stars people would give it - what tags you get, etc.), you can publish it, and you can always delete it and publish it fresh (or simply overwrite).

The best advice I can give you is to get some LBP friends to beta test your level - and let them critique it. Also, when you see others play your level you will most likely see some areas that need improvement (need a hint, or an area where they fall out of the level, etc.)

I have to say - progress on my Dream Catcher level is moving at a snails pace. Not sure why - guess I'm just not happy with the way things are turning out in some areas - unfortunately, I just don't have to time to get it to the standard I'd like to have. I'd say 70% of level building is beta testing - and this level has probably taken more beta testing then I've ever done.

With all the effects - my thermometer is already almost full - and I've BARELY started building the level!

Guess we'll see how far I get.
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Old 03-07-2010, 08:34 PM   #7648
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You can publish over the same level - it will simply update it. So, if you add something or delete something on your moon - the republish it, it will overwrite it with those changes. It's like adding a few words to a word document, then saving it - it shows the latest changes made. The name and everything stays the same (unless you changed that).
So, the level would also have to stay on your moon to be in published state?
Or would it be uploaded and it would sit online or is that not possible for this game?

Quote:
Don't worry about the name - I have levels called "The Great Race" - didn't realize till much later that there are a good number of levels out there called The Great Race - maybe I should have called mine, "The Greatest Race"!
Yeah, thought it would be that way, otherwise there would have to be really different names.
Well, would be a good way to keep everything apart, but yeah...

Quote:
The best advice I can give you is to get some LBP friends to beta test your level - and let them critique it.
How do I do that?
Can you like publish it to players on your friend-list only or something like that?
Like "privately".

Quote:
With all the effects - my thermometer is already almost full - and I've BARELY started building the level!
Hm, well the effects are cool and everything.
But maybe you should focus on the gameplay first, then add visuals.
And on top of that, which you might already do anyway, try to make them as efficient as possible.
Of course to not fill up your meter as quickly and also for performance.
Cause even this game, or should I say especially this game, can drag the performance of the PS3.
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Old 03-08-2010, 09:42 PM   #7649
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So, the level would also have to stay on your moon to be in published state?
Or would it be uploaded and it would sit online or is that not possible for this game?
It will stay on your moon until you delete it. Deleting it from your moon has no effect on the published level. Once you publish a level - it is there forever unless you delete it from the "published area".

I had my PS3 die - lost all my saved data. When I got a new PS3 I had to re-do all the levels to get my materials, etc. back - but my published levels were all still there.

Quote:
How do I do that?
Can you like publish it to players on your friend-list only or something like that?
Like "privately".
The easiest way is to invite them to your Pod, and then play the level on your moon. Or, you can publish it, and block the level with dissolve material and make it so only a specific sticker and open it. Then, just give them the sticker and they can play it when they get a chance, and then contact you with pointers.

But I recommend playing it with them if possible.


Quote:
Hm, well the effects are cool and everything.
But maybe you should focus on the gameplay first, then add visuals.
And on top of that, which you might already do anyway, try to make them as efficient as possible.
I couldn't add the visuals after in this case. The visuals "are" the level - wouldn't do to have a "dream" level and have it not be dreamy. Also, in this case, I needed to know how much of the thermometer the visuals were going to take up.

Sadly, I don't have much room left - it's going to be INCREDIBLY difficult to fit in everything I want - it will most likely be a VERY watered down version of what I intended. Most of my levels are watered down because I ran out of room. I'm already having to delete visuals in order to make room for the actual gameplay. If I can't fit in the gameplay elements - I'm not what I'll do. Just make a visual level only and forget the story? Sucks.

Quote:
Of course to not fill up your meter as quickly and also for performance.
Cause even this game, or should I say especially this game, can drag the performance of the PS3.
Another hard area to balance - getting the desired visual effect (lighting, etc.) versus framerate issues. I do the best I can - most of my gameplay intensive levels are listed as "single player" for just that reason. Although, LBP has gotten a tad bit better managing lag issues.

Last edited by CYMBOL; 03-08-2010 at 09:47 PM.
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Old 03-09-2010, 04:45 PM   #7650
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It will stay on your moon until you delete it. Deleting it from your moon has no effect on the published level. Once you publish a level - it is there forever unless you delete it from the "published area".

I had my PS3 die - lost all my saved data. When I got a new PS3 I had to re-do all the levels to get my materials, etc. back - but my published levels were all still there.
Ah, so it's like a sync-thing, they're actually on a server, kinda like your Trophies.
Unless, you also lost the Trophies, maybe it notices they were gone on the system
and updated the online-ones to be gone as well...

Quote:
The easiest way is to invite them to your Pod, and then play the level on your moon. Or, you can publish it, and block the level with dissolve material and make it so only a specific sticker and open it. Then, just give them the sticker and they can play it when they get a chance, and then contact you with pointers.
Ah yeah, so you can "play on your own" with them.
That last way is funny. "Here's the key..."

Quote:
I couldn't add the visuals after in this case. The visuals "are" the level - wouldn't do to have a "dream" level and have it not be dreamy. Also, in this case, I needed to know how much of the thermometer the visuals were going to take up.

Sadly, I don't have much room left - it's going to be INCREDIBLY difficult to fit in everything I want - it will most likely be a VERY watered down version of what I intended. Most of my levels are watered down because I ran out of room. I'm already having to delete visuals in order to make room for the actual gameplay.
Yeah, I was afraid I'd have that problem with some of my ideas.
Cause in the beginning I saw a whole bunch of levels
and then the creators having put a message of like "Sorry, thermometer is full, play part 2...".
But then I also saw how much some levels had in them,
so I think for what I want to achieve it shouldn't be too much of a problem.
Cause in some cases I just want to put many items in there.
Like the little existing ones, not big machines and stuff...

Quote:
If I can't fit in the gameplay elements - I'm not what I'll do. Just make a visual level only and forget the story? Sucks.
Think you'll still have to find the right balance.
I think there's no choice but to keep things kinda lighthearted.
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Old 03-09-2010, 06:49 PM   #7651
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Yeah, I was afraid I'd have that problem with some of my ideas.
Cause in the beginning I saw a whole bunch of levels
and then the creators having put a message of like "Sorry, thermometer is full, play part 2...".
But then I also saw how much some levels had in them,
so I think for what I want to achieve it shouldn't be too much of a problem.
Cause in some cases I just want to put many items in there.
Like the little existing ones, not big machines and stuff...
Different things effect the thermo - it's not necessarily "space" related (how large objects are). Things that "move" take up more thermo space, complicated objects, i.e., objects with a lot of corners. (Surprisingly, circles have more corners than anything else - take a circle and make it really big and you'll see all the corners). Objects that aren't glued down (I assume calculations have to be done when an object isn't glued down - to determine weight, interactions, etc. - gluing it down frees up those resources).

Some people simply don't know about a lot of these things and use up their thermo - but many, like mine - are simply massive levels. (Most of my levels take about 20 minutes to complete - which was really frustrating for some players before the "Infinite Spawn" was introduced.

I'll try and post a link when I get home about thermo space. Unfortunately, the effect I have incoporate decorations, which use up a lot of space - I probably use around 100, so it's no surprise my thermo is near the top before adding anything else.


Quote:
Think you'll still have to find the right balance.
I think there's no choice but to keep things kinda lighthearted.
It will be very lighthearted - the basic story is you are showing up for your first day at work guarding the Dream Machine for a Wizard. Things go wrong and you find yourself in the dream world - trippy/spooky beings are there, but a Dream Angel comes to help you - she sends you on a quest to find the Wizards hat, which followed you into the dream world - bring it to her and she will help you get home. . .
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Old 03-10-2010, 06:19 PM   #7652
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Quote:
Originally Posted by CYMBOL View Post
Different things effect the thermo - it's not necessarily "space" related (how large objects are). Things that "move" take up more thermo space, complicated objects, i.e., objects with a lot of corners. (Surprisingly, circles have more corners than anything else - take a circle and make it really big and you'll see all the corners). Objects that aren't glued down (I assume calculations have to be done when an object isn't glued down - to determine weight, interactions, etc. - gluing it down frees up those resources).

Some people simply don't know about a lot of these things and use up their thermo - but many, like mine - are simply massive levels. (Most of my levels take about 20 minutes to complete - which was really frustrating for some players before the "Infinite Spawn" was introduced.

I'll try and post a link when I get home about thermo space. Unfortunately, the effect I have incoporate decorations, which use up a lot of space - I probably use around 100, so it's no surprise my thermo is near the top before adding anything else.




It will be very lighthearted - the basic story is you are showing up for your first day at work guarding the Dream Machine for a Wizard. Things go wrong and you find yourself in the dream world - trippy/spooky beings are there, but a Dream Angel comes to help you - she sends you on a quest to find the Wizards hat, which followed you into the dream world - bring it to her and she will help you get home. . .
I've been meaning to go back in to my "Sack Sparrows Pirate Ship" level and try and clean up some corners so I can fit more stuff in. Right now I can't even add a sticker with out to going over the limit..

For some reason over the weekend it let me add quite a bit even though I was already topped out awhile back.
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Old 03-10-2010, 10:03 PM   #7653
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I've been meaning to go back in to my "Sack Sparrows Pirate Ship" level and try and clean up some corners so I can fit more stuff in. Right now I can't even add a sticker with out to going over the limit..

For some reason over the weekend it let me add quite a bit even though I was already topped out awhile back.
Here's the thermo info I was talking about (just found it the other day).

http://docs.google.com/Doc?docid=0Ae...dDlqdmhu&hl=en


Seems there are Thermo's within Thermo's.

For example - my Thermo is almost pegged out - even though all I have is decorations and stickers - I've just begun adding materials, but the thermo doesn't seem to be taking notice. Reason is, I'm pegged out for decs and stickers, but the thermo for things like materials, moving objects, etc. has not been touched.

Be careful about pasting in MM created objects (barrels, skulls, etc. etc.) - MM created products look great - but the KILL your thermo. If you can create something yourself - do it.

By the way, believe it or not - I never used the corner editor - can't believe I never used that thing! Wow - what a difference! Sure makes things easier, Haha.

Hope this helps.
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Old 03-11-2010, 06:30 PM   #7654
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Originally Posted by CYMBOL View Post
Here's the thermo info I was talking about (just found it the other day).

http://docs.google.com/Doc?docid=0Ae...dDlqdmhu&hl=en


Seems there are Thermo's within Thermo's.

For example - my Thermo is almost pegged out - even though all I have is decorations and stickers - I've just begun adding materials, but the thermo doesn't seem to be taking notice. Reason is, I'm pegged out for decs and stickers, but the thermo for things like materials, moving objects, etc. has not been touched.

Be careful about pasting in MM created objects (barrels, skulls, etc. etc.) - MM created products look great - but the KILL your thermo. If you can create something yourself - do it.

By the way, believe it or not - I never used the corner editor - can't believe I never used that thing! Wow - what a difference! Sure makes things easier, Haha.

Hope this helps.
The corner editor is sweet. It makes things go a lot smoother..
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Old 03-11-2010, 09:13 PM   #7655
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The corner editor is sweet. It makes things go a lot smoother..
I know! I can't believe I never used it. You wouldn't believe how complicated I made some projects.

Oh well, it's been great using it now.

I wonder what the LBP update was yesterday 1.25? I'm guessing it will be some silly new costume in the LBP story. I don't want/need costumes - I need creating materials. Hopefully, it's something useful.
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Old 03-11-2010, 09:14 PM   #7656
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lol Yeah, I can't believe you didn't, it's probably one of the most-used tools for structures in my case.
At least when I want to create certain angles and such.
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Old 03-11-2010, 09:23 PM   #7657
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lol Yeah, I can't believe you didn't, it's probably one of the most-used tools for structures in my case.
At least when I want to create certain angles and such.
I had tried it very early on - and didn't find it user friendly - and never went back. I kept thinking - how do people make this amazing structures?!

Yeah, so much easier - I'm sad that it took me this long to use it - my previous levels would probably have been much better designed.

How's your level coming along?
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Old 03-11-2010, 09:25 PM   #7658
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Quote:
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I know! I can't believe I never used it. You wouldn't believe how complicated I made some projects.

Oh well, it's been great using it now.

I wonder what the LBP update was yesterday 1.25? I'm guessing it will be some silly new costume in the LBP story. I don't want/need costumes - I need creating materials. Hopefully, it's something useful.
I'm thinking that it has to do with Playstation Move incorporation. The update was timed perfectly with the GDC announcement about the official new accessory. They even showed a demonstration at the conference utilizing LBP as an example of how it will be integrated into existing Playstation software.
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Old 03-11-2010, 09:26 PM   #7659
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I'm thinking that it has to do with Playstation Move incorporation. The update was timed perfectly with the GDC announcement about the official new accessory. They even showed a demonstration at the conference utilizing LBP as an example of how it will be integrated into existing Playstation software..
Hmmm, probably not something that big - Move doesn't come out for a while - so it's probably something much simpler like a new costume or sticker pack.

That's my guess - or it could have moderated some glitches. People keep using glitches to create new objects or actions - and they keep having to moderate it. They moderated the 3D tools, but people keep passing them along.
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Old 03-12-2010, 05:42 AM   #7660
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I had tried it very early on - and didn't find it user friendly - and never went back. I kept thinking - how do people make this amazing structures?!

Yeah, so much easier - I'm sad that it took me this long to use it - my previous levels would probably have been much better designed.
I actually immediately tried to get familiar with everything.
Not that I use every single thing all the time, but it's definitely handy to have them.

Quote:
How's your level coming along?
It's still in the state of being nearly done.
I actually worked a couple more hours on it just this last night.
Added some more decoration and stuff, it's really almost done now.
Probably one or two times more working on it and it should be complete.
I'm just having some doubt about how to make the start of the level.
I have this idea for a tiny bit of an adventure-element,
but still don't want to make it too long cause it's basically just a race.
So if people want to retry immediately, it shouldn't take another 20+ seconds to get to the start of the race.
But I think I can cram it in there... :P
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